Author Topic: Labels (mouse over option)  (Read 1424 times)

zanzibar

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Labels (mouse over option)
« on: October 15, 2005, 09:56:18 pm »
Hey, I keep reading on this forum complaints about how in molecular blue, you could make labels invisible except when the mouse was over the target.  For those with linux or mac, this feature is already in the Windows client.  I\'d imagine that if it isn\'t in linux already, then it\'s coming.
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Karyuu

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« Reply #1 on: October 15, 2005, 09:57:19 pm »
The main point in the MB discussion was that labels previously were small, nicely colored, and ... well, less hideous ;)
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Ralas

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« Reply #2 on: October 15, 2005, 10:40:07 pm »
yeah it\'s there in linux, I have my labels set to mouseover, partly cause it\'s more realistic, partly cause labels ever so slightly decrease performance, and partly cause...well yeah they\'re hideous.
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zanzibar

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« Reply #3 on: October 15, 2005, 11:14:17 pm »
Hideous?  They look fine to me.  What would you replace it with?
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Karyuu

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« Reply #4 on: October 15, 2005, 11:16:10 pm »
A color less painful on the eyes, and definitely smaller text. With no outlines, or something that wouldn\'t provide that strong of a contrast. Minimalism \\o/
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zanzibar

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« Reply #5 on: October 15, 2005, 11:20:32 pm »
Quote
Originally posted by Karyuu
A color less painful on the eyes, and definitely smaller text. With no outlines, or something that wouldn\'t provide that strong of a contrast. Minimalism \\o/



If they were smaller, you wouldn\'t be able to read them unless you were right up close.  The outlines and strong contrast helps prevent eye-strain.


Edit:   shalmanesar, it\'s as simple as editing an xml file and place the font in the correct place



So if you know which file to edit, there is a way to change the font to one of your choosing.
« Last Edit: October 15, 2005, 11:37:22 pm by zanzibar »
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Karyuu

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« Reply #6 on: October 15, 2005, 11:40:42 pm »
:rolleyes:

There are many games whose labels are smaller and less saturated with color, but still easy to read. This doesn\'t have to be a neon glowstick above items and characters. I would probably be fine with the color, too, if the font was simpler and not as bold.
« Last Edit: October 15, 2005, 11:40:53 pm by Karyuu »
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Draklar

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« Reply #7 on: October 15, 2005, 11:45:49 pm »
Quote
Originally posted by Karyuu
The main point in the MB discussion was that labels previously were small, nicely colored, and ... well, less hideous ;)

It was stated that CB is \"filled with labels\", which was the main point (and which zanzibar was referring to in this thread). The looks was pretty much a secondary point.
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zanzibar

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« Reply #8 on: October 16, 2005, 12:17:39 am »
Quote from: Raa
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Karyuu

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« Reply #9 on: October 16, 2005, 12:21:59 am »
Now to change the size.. :P
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Moogie

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« Reply #10 on: October 16, 2005, 05:37:19 am »
The size of the text of labels in MB was the same no matter what distance you were at. It was much better that way- always small and neat. :)

Draklar

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« Reply #11 on: October 16, 2005, 05:58:13 am »
Quote
Originally posted by Moogie
The size of the text of labels in MB was the same no matter what distance you were at. It was much better that way- always small and neat. :)
Why should devs even bother to implement role-playing features if even such a prosaic thing as easier recognition of people who are nearby and harder of people who are far away, is considered to be bad?
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Keyaz

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« Reply #12 on: October 16, 2005, 05:59:31 am »
because it improves roleplaying, did you miss that point?

Karyuu

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« Reply #13 on: October 16, 2005, 06:07:16 am »
I think at a certain distance, labels should disappear completely instead of showing up as squeezed little blurbs of nonsense.
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Draklar

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« Reply #14 on: October 16, 2005, 06:25:11 am »
Quote
Originally posted by Keyaz
because it improves roleplaying, did you miss that point?
How the hell recognising someone from a large distance improves role-playing?
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